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August 15, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Get a job: Leaftail Labs is looking for a Design Lead  
by Staff [07.30.18]
Leaftail Labs is looking for a talented and experienced lead game designer with the ability to work within a number of systems, engines, tools and with a broad range of content.
Design, Recruitment

Don't Miss: Building truly cooperative play in Overcooked 6
by Staff [07.30.18]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Console/PC, Social/Online, Indie, Design

A reading list for game designers looking to expand their conversations 1
by Eron Rauch [07.30.18]
Designer and writer Eron Rauch compiles a wide-ranging list of articles, essays, and other useful resources that game devs can use and share with each other to improve their game design discussions.
Console/PC, Indie, Design

Video Game Deep Cuts: Slay The Totally Accurate Spire  
by Gamasutra Staff [07.29.18]
This week's highlights include juicy math(s) in Slay The Spire, the creation of Totally Accurate Battlegrounds, and loads more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch the CEO of Rival Games explain Thief of Thieves' unique episodic structure  
by Bryant Francis [07.27.18]
We talked to the CEO of Thief of Thieves developer Rival Games to learn more about making (and releasing) the stylish comic book adaptation.
Console/PC, Design, Production, Video

Don't Miss: What No Man's Sky's code says about procedural generation 3
by Staff [07.27.18]
A programmer dissected the code of No Man's Sky to find out exactly how it procedurally generates planets full of unique content.
Console/PC, Design

Chat with the developers behind Thief of Thieves at 3PM EDT!  
by Bryant Francis [07.27.18]
We're talking to the developers who've adapted the comic Thief of Thieves into a video game.
Console/PC, Design, Video

How a Gears of War dev built the chill Shape of the World on the side 4
by Samuel Horti [07.27.18]
“In VFX, maybe I’ll be developing the blood," says The Coalition dev Stu Maxwell. "In Shape of the World, I’ve had to do everything...it’s been really educational having that breadth of discipline.”
Indie, Design, Production

An overlooked line of code led to slow performance for Warhammer Online 1
by Emma Kidwell [07.26.18]
Former game designer at Mythic Entertainment Leah Miller discusses how an unnoticed typo in the MMO Warhammer Online: Age of Reckoning was discovered years after the game had shuttered. 
Console/PC, Design

Don't Miss: A deep dive into Forza Horizon 3's online co-op multiplayer 2
by Staff [07.26.18]
Playground Games designer Grant Orban describes the challenges in designing Forza Horizon 3's smooth-as-silk online co-op multiplayer campaign.
Console/PC, Social/Online, Design

Blog: Meet The mobile puzzlers from a century ago  
by Gamasutra Community [07.26.18]
Pigs in Clover, the 1889 analog, mobile puzzle game "featured" in HBO's Westworld kicked off a craze and a genre. Learn more about this style of game and their recreation on mobile platforms.
Design

Blog: Methods for controlling player progression 12
by Gamasutra Community [07.26.18]
Today's post returns to the debate over games built on Skill or RNG, and what they mean towards helping (or harming) the player's progression.
Design

Stoic reflects on the ups and downs of building the Banner Saga  
by Carli Velocci [07.26.18]
The devs at Stoic Studio share what they've learned in the many years they've worked to produce the Banner Saga games, the third of which debuts this week.
Indie, Design, Production

Designing accessible packaging for the Xbox One Adaptive Controller 2
by Emma Kidwell [07.25.18]
Microsoft explains how its packaging design team developed accessible packaging for the Xbox One Adaptive Controller.
Console/PC, Design

Don't Miss: The fragility and pain of friendship in We Know the Devil  
by Staff [07.25.18]
Friendship is a major theme of this visual novel about three teens stuck in a religious summer camp. It explores the difficulties and pain surrounding this precious aspect of our lives.
Console/PC, Indie, Design

Get a job: Insomniac Games is hiring a Director of Design  
by Staff [07.25.18]
Insomniac Games is looking for a Director of Design to ensure excellence across its game design group by building, leading, developing and mentoring its design department in Burbank, CA.
Design, Recruitment

Blog: Composing video game music for virtual reality - Part 4  
by Gamasutra Community [07.25.18]
In the fourth part of her blog series, video game composer Winifred Phillips shares ideas from her GDC 2018 talk 'Music in Virtual Reality' and discusses the idea of comfort versus performance.
VR, Audio, Design

Chat with one of Sunless Skies' artists today at 3PM EDT  
by Bryant Francis [07.25.18]
We're talking to one of the artists who has helped bring Failbetter's spooky sensation Sunless Skies to life at 3PM EDT.
Console/PC, Design, Video

Arizona Sunshine dev Vertigo Games launches VR publishing company 2
by Chris Kerr [07.25.18]
Vertigo Arcades will look to drive the success of VR arcades and developers by connecting them through its VR Arcade Suite, a content launcher for free-roaming location-based VR titles. 
VR, Design, Business/Marketing

Blog: Is randomness your friend or foe? 3
by Gamasutra Community [07.25.18]
When it comes to games, is randomness a force of good or a force of evil? In this article, Nick Kinstler claims that it's neither...and both.
Design